L L4D2node

CTerrorPlayer::NotifyTongueIsPulling

0x00844410 · 360 bytes · __thiscall

_ZN13CTerrorPlayer21NotifyTongueIsPullingEb

Decompiled

undefined (2 params)

/* CTerrorPlayer::NotifyTongueIsPulling(bool) */

void __thiscall CTerrorPlayer::NotifyTongueIsPulling(CTerrorPlayer *this,bool param_1)

{
  CBaseEdict *this_00;
  code *pcVar1;
  uint uVar2;
  int iVar3;
  int *piVar4;
  undefined *puVar5;
  longdouble lVar6;
  CAI_Concept local_24 [20];
  
  if (this[0x33e4] != (CTerrorPlayer)param_1) {
    if (this[0x6c] == (CTerrorPlayer)0x0) {
      this_00 = *(CBaseEdict **)(this + 0x30);
      if (this_00 != (CBaseEdict *)0x0) {
        *(uint *)this_00 = *(uint *)this_00 | 0x101;
        iVar3 = CBaseEdict::GetChangeAccessor(this_00);
        *(undefined2 *)(iVar3 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CTerrorPlayer)((byte)this[0x70] | 1);
    }
    this[0x33e4] = (CTerrorPlayer)param_1;
  }
  lVar6 = (longdouble)IntervalTimer::Now();
  if (1.0 < (float)lVar6 - *(float *)(this + 0x33cc)) {
    iVar3 = GetActiveTerrorWeapon(this);
    if (iVar3 != 0) {
      piVar4 = (int *)GetActiveTerrorWeapon(this);
      (**(code **)(*piVar4 + 0x428))(piVar4,0);
    }
  }
  if (this[0x33fc] != (CTerrorPlayer)0x0) {
    return;
  }
  pcVar1 = *(code **)(*(int *)this + 0x7b4);
  CAI_Concept::CAI_Concept(local_24,"PlayerTonguePullStart");
  (*pcVar1)(this,local_24,1,0,0,0,0);
  uVar2 = *(uint *)(this + 0x33c4);
  if ((((uVar2 == 0xffffffff) ||
       (puVar5 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar5 == (undefined *)0xfffffffc)) ||
      (*(uint *)(puVar5 + 8) != uVar2 >> 0xc)) ||
     (*(CBaseEntity **)(puVar5 + 4) == (CBaseEntity *)0x0)) {
    this[0x33fc] = (CTerrorPlayer)0x1;
  }
  else {
    CBaseEntity::EmitSound
              (*(CBaseEntity **)(puVar5 + 4),"SmokerZombie.TongueRetract",0.0,(float *)0x0);
    this[0x33fc] = (CTerrorPlayer)0x1;
  }
  return;
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)